Shadow Realm

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The Shadow Plane

The realm of Shadow is a parallel to the physical world, and has been described as a pale reflection or a dark mirror. Both descriptions are accurate, as the realm of Shadow often seems chaotic, shifting between a solemn, still realm, to a place of perpetual nightmare.

When it is peaceful, the realm of Shadow is a land of perpetual twilight, where the sun seems to have just sunk below the horizon, providing just enough light to see by. The skies are deep purple, almost midnight blue, and stars twinkle overhead. The place seems serene and pleasant. This place is often called the Mirror.

The Mirror

The Mirror is, as the name suggests, a reflection of the physical world, duplicating many aspects of the physical world, with only some differences. Sometimes, entering the Mirror, a traveller will see a forest where a mountain range should be, or a well known castle may be replaced with a valley. Such things are speculated to be from parallel versions of Kith Kanaan, or examples of what might have been. Within the Mirror are duplicates of the people living in the physical world, and it is thought that doppelgangers come from the realm of Shadow, crossing over to visit the physical world.

Another important feature of the Mirror is that it is said that reflections are windows to this realm, and that powerful creatures in the Shadow realm can use mirrors to study the physical world. Some superstitious folk cover any mirror they own with a cloth when it is not in use, lest something spy on them or slip out into the physical world.

Within this twilight realm come shadow storms, dark clouds which cover the sky, causing the darkness within the land to deepen. Normal shadows within the realm become gates to the Umbra, the lands of Deep Shadow. When a shadow storm strikes the Mirror, the land seems to become drained of even the darker colours which normally exist. Everything becomes a wash of blacks and greys and whites, in many ways becoming a parallel to the Underworld. During a shadow storm, the Mirror becomes host to many of the more dangerous inhabitants of the Deep Shadow. Once the shadow storm passes, these creatures once more retreat back into the Umbra, leaving the Mirror "safe" once more. Often, during a shadow storm, the landscape changes and shifts, as if moving from possibility to possibility.

Rules

  • Shadow Sorcery gains 2 automatic successes within this realm and Glamour and Necromantic spells gain 2 additional successes. If the caster does not gain more successes than their Spiritual Attribute on the spell however, the spell attracts the attention of any creatures within a number of miles equal to the spell's Mastery. In the case of Shadow magic, creatures from the Umbra are alerted, while with Necromancy, undead are attracted instead. This is usually accepted as a bad thing.
  • Miracles suffer a +2 Difficulty within the Mirror, and always drain Health. In addition, Miracles which have a normal Difficulty higher than the character's Spiritual Attribute automatically fail.
  • When walking through the Mirror, a character crosses the physical world at ten times their normal Speed. The Mirror is often used for quick travel by those who feel confident. Using the Mirror to travel requires the character to make a Mental + Survival roll against a Difficulty of 3. If successful, the character will be on course when they leave. The destination will be off by 25 miles, minus 5 miles per success of the roll. If the character fails, they will be up to 100 miles off-course. If travel is done during a shadow storm, the Difficulty is equal to the intensity of the storm. If successful, the character begins at 100 miles off-course, reduced by 20 miles per success. If the roll is failed, the character may wind up anywhere, including in Midiron or beyond.
  • A character can attempt to gain information about the physical world and events there by interacting with the Mirror's inhabitants. This is a Social + Socialise roll with a Difficulty of 5. While this can be useful, it can also be highly unreliable. The Mirror's inhabitants are reflections of the physical world, but not just of Kith Kanaan. The inhabitants may be exactly the same in personality, or they can be completely opposite. They can be a hero where their physical counterpart is evil, or they may be far, far worse. During a shadow storm, the personalities of the Mirror's inhabitants fluctuate and change from moment to moment. The information will usually be accurate, though particulars may be unusual.
  • It is important to not meet one's Doppelganger within the Mirror. Doppelgangers are drawn to their counterparts, and if a Doppelganger touches their counterpart, the character must make a Spiritual roll against their own Resistance. If they succeed, the Doppelganger has bonded to the character. From then on, the Doppelganger will always know where the character is within the physical world if they are within line of sight of a mirror. In addition, once per success on the original roll, the Doppelganger can attempt to snatch their counterpart, reaching from a mirror and making a Spiritual + Unarmed roll. If the Doppelganger succeeds, they pull their counterpart through the mirror and into the Shadow realm, coming free and swapping places with them. This takes only one Action. If the Doppelganger fails, they can try again after a day has passed, or until they have run out of attempts. Once they run out of attempts, the Doppelganger loses their connection to their counterpart.

The Umbra

Also called the Deep Shadow, the Umbra is a place of unformed possibility and darkness. It is from the Deep Shadow that creatures of pure shadow exists, including the Shadow Lords, creatures though to be the dark reflection of the Elemental Lords. Lesser Lords are often called Shades. The Umbra is inky nothingness, with partially formed landscapes floating free within the void. Shadowy undead rule from within the Umbra, as do powerful shugenza from Naipon, and Shadow Mages from Kith Kanaan. The Umbra touches on many planes, including the Underworld's Shallows, the Infernal Realms, the Faerie Realms, and even the realms of Dream and Nightmare. Two places of note can be found within the Umbra: The Fortress of the Shadow Mage, Kyn'Elwynn, and the twilight garden of Saotome Kwaidan, the Empress of Anaitha.

Rules

  • Shadow Sorcery gains four automatic successes on any spells cast. Unlike within the Mirror, this will not draw attention. Within the Umbra, Aria, Glamour, Infernalism, Necromancy, and The Path of Suleiman all gain two additional successes. These forms of magic may attract unwanted attention, as per the rules within the Mirror.
  • All Essence Costs are doubled within the Umbra. Any time Essence is spent, an equal amount is drawn into the realm itself. This cost can not be reduced. If the character does not have enough Essence, the excess is pulled from the character's Health.
  • To travel within the Umbra, the character rolls Spiritual + Survival, against a Difficulty of 5. The character has a Speed equal to five times the successes rolled and can keep this speed for a number of hours equal to the character's Spiritual Attribute. To return to the Mirror, the character must find a shadow realm within the Umbra, and use one of the deeper shadows found within that realm. This will always bring the character to the Mirror, within a shadow storm. Essence and Health do not replenish in the Umbra.

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